Thx for the reply , is that the function named reportPlayerMarketTransaction I need to implement?
That sounds right, yeah. You can take a look at the vanilla implementations for examples/to get a handle on what those methods normally do.
How to add extra industry or structure to a existing market as a mod?
Or change their faction allegiance?
I am taking about modifications that affect campaign start.
I know how to add it by modifying the files in main game folders(and it works well) but when I try to make it a separate mod(by taking file, add extra stuff) then I get wild results.
Like when switching faction ownership say from Path to pirate it still show as Path on big map and still spawn Path fleets instead of pirate one.
If any industry/structure is added it drop both production and accessibility to zero.
That's going to need more detail as to specifically what you're doing and what you expect the results to be!
Also the Galatia system is missing from econ folder.
That's not a question
But: the colonies there get added to the economy by code. See TutorialMissionEvent.endGalatiaPortionOfMission()
would there be a way to add Cargo to any salvageable entity (research stations, mining stations etc., and their debris) without modifying drop groups? i'm trying not to affect the quantity of pristine nanoforges/other special items that one normally gets from salvaging these entities
See this static method in BaseSalvageSpecial:
void addExtraSalvage(SectorEntityToken entity, CargoAPI cargo)
It should add stuff in the cargo to what the entity drops. You could also create your own drop group and do entity.addDropRandom() to have the entity pick from it in addition to its default drop groups.